Re: Elite: Dangerous - Who's on the Design Decision Forum?
Posted: Fri Feb 01, 2013 8:13 pm
How about including all OXPs into Elite: Dangerous. That would be a start.
For information and discussion about Oolite.
https://bb.oolite.space/
I don't think that will be possible. However, it begs the question, what Oolite OXPs would YOU like to see in E: D?Tricky wrote:How about including all OXPs into Elite: Dangerous. That would be a start.
Not really. Also, I think any input from an Oolite point of view will be only of limited value.Tricky wrote:How about including all OXPs into Elite: Dangerous. That would be a start.
That's true, but they have publicly stated that they're trying to get back to the original spirit of Elite and take the franchise back to its roots. It will be, as you say, a unique game in its own right.Commander McLane wrote:Tricky wrote:Keep in mind that E:D is—as far as I've understood—a sequel to Frontier, not to Elite. Therefore it's fundamentally a different game from Oolite, just like Elite and Frontier are fundamentally different games.
I somehow doubt it will proper Elite anyway... more MP Frontier with Elite-style combat (fly-by-wire?), and SP tacked-on.Smivs wrote:Well it won't be proper Elite without Trumbles!
Commander McLane wrote:Not really. Also, I think any input from an Oolite point of view will be only of limited value.Tricky wrote:How about including all OXPs into Elite: Dangerous. That would be a start.
Keep in mind that E:D is—as far as I've understood—a sequel to Frontier, not to Elite. Therefore it's fundamentally a different game from Oolite, just like Elite and Frontier are fundamentally different games.
[twocents]I think EV and Commander McLane sum up why I'm not all that interested in E:D (although if I had played Elite and Frontier, my opinion may well have been different). As far as my limited experience can tell, Oolite seems to be the most true to the original game, and I will play it as long as I have a computer that runs it .[/twocents]El Viejo wrote:I somehow doubt it will proper Elite anyway... more MP Frontier with Elite-style combat (fly-by-wire?), and SP tacked-on.Smivs wrote:Well it won't be proper Elite without Trumbles!
Quirium mines..JazHaz wrote:However, it begs the question, what Oolite OXPs would YOU like to see in E: D?
What do you all think about this?Sandro Sammarco wrote:“I see dead people” – Dying in Elite: Dangerous
It’s going to happen.
Sooner or later, your ship’s going to end up as so much glittering space dust, with you mixed in with it. The big question is: what happens next?
Bearing in mind Elite: Dangerous is being constructed from the ground up to support online play we think that dying needs to be handled in a fair and logical manner for victor and victim.
We want to encourage cooperative and competitive player interaction that might legitimately result in player death, whilst protecting against malicious griefing (which we loosely define as actions whose only purpose, outcome and gain is to punish and frustrate other players).
We want to get the balance right so that death is a meaningful threat that really does get the adrenaline pumping, without it being so punitive that it pushes away more casual players.
Current Plan:
To get the ball rolling, here are our current thoughts on shuffling off the mortal coil in the game.
When you die:
Issues:
- You restart the game from the location at which your ship was last docked (docking records the details of your ship, equipment and cargo)
- All carried cargo is lost (either destroyed or floating where you died)
- If your death was reported as a criminal act, the perpetrator(s) gain a criminal status, bounty and temporary forced inclusion into the “all” player group
- If your death was reported as a criminal act, surviving cargo is flagged as stolen goods for an amount of time
- Your ship suffers some damage to components (that can obviously be repaired at a cost)
- Some missions/events will be flagged as failed
- Your current ratings could be negatively affected (for example, your combat rating)
- We’re also investigating opt-in insurance policies that could cover ship damage and cargo loss. Whilst cargo is never recovered, you could at least get some form of payout in compensation. Of course, this could potentially lead to increased premiums for a while.
One of the issues we need to grapple with is how to deal with potential death and network loss. Should your ship attempt to hyperspace out when the host of your session loses your connection, or does your ship simply take punishment from enemies until you re-establish contact or until it is destroyed?
When it comes to ship destruction, another area that we haven’t a solid foundation for yet is how escape pods should work (automatic or manually operated?) and what their benefits are. Should escape pods be required to protect your commander avatar, or is this persona simply too important to ever truly die?
We’d like to hear what you think.
Are we on the right track, or flogging a dead space-horse? Can you see terrible flaws in our proposal? Are there corner cases we aren’t addressing? Perhaps you have a death penalty system in mind that’s simply way cooler.
Thinking caps at the ready!
For anyone who wants to actively avoid the "all" group - and clearly many people will for all sorts of reasons - this seems to rule out the less honest career paths where killing another player in "self-defence" might still be "criminal". I think I can see what they're trying to do here, but the approach doesn't seem at all right.JazHaz wrote:If your death was reported as a criminal act, the perpetrator(s) gain a criminal status, bounty and temporary forced inclusion into the “all” player group